For the past three months, 28 people 30 years old and younger vied for promotion into the pro ranks. Only three made it, including Masao Furuya, 30. It is rare for someone of that age to be promoted, because of intense competition from young go prodigies. In fact, title winners are frequently those who turned pro before the age of 16, often as young as 12 or 13.

Yoda defends Meijin Title

Norimoto Yoda is one of a handful who holds a top title, and it took a lot of hard work to get there. He turned pro at the age of 14, took his first title before he turned 20 and has been at the top of the go world ever since. However, the top titles eluded him for a long time, until he dethroned Cho Chikun three years ago to take the Meijin title. He has held it ever since.

This year, he was challenged again by Cho Chikun, who recently won his 65th title, breaking the record of 64 wins set by Eio Sakata almost 20 years ago. The Meijin title is one of only three that are played over two days, and has a time limit of eight hours per person, as opposed to international title matches, which have a time limit of three hours per player. The players' mental endurance is severely tested.

Diagram 1: This is the fifth and final game of the best-of-seven Meijin title match. Yoda is White. Black 1 and 3 start out with a conventional Shusaku opening. The moves to 6 have been used in countless games, but black 7 goes against current ideas of common sense in go.

However, although Black 7 is an unorthodox move, it might become more common eventually. Cho commonly bucks common sense, and this can be both a strong and a weak point. In this situation it is more common to pincer white 4 by playing at a point around 11. Depending on White's response, Black can then think about how to deal with white 6.

After white 10, Black would normally play at 18 to prevent this corner from being sealed in, as happens in the game. White would then get the initiative in the upper right by playing a move around A. So Black's decision to move the focus of the battle to the upper right is understandable.

Yoda played the moves 14 through 20 out of kiai--loosely translated as "fighting spirit." He tries to punish Black in the lower right corner for omitting a move, while omitting a move in the upper right himself. His attitude seems to be, "Do your worst!" Black 21 is a natural move as it prevents White from making a base in the corner, while making one for Black's stones and securing territory at the same time. If you were White, what would your next moves be?

Diagram 2: White can't save his stones in the upper right, so he sets out on a strategy to sacrifice them in the most advantageous way possible. First he limits the damage by playing 22. Note this is also an extension from his thickness below (see Reference 1).

He then plays at 24, expecting Black to block at 27. But Cho first plays at 25. This is a highly advanced technique called yosu-miru (probe). He is feeling out White's response to determine his own strategy after white 28 and 30, two White moves that can be anticipated in this situation. At this moment, White has little choice but to play at 26 (see Reference 2).

As the right area was so complicated, both players used a lot of time and white 32 was the last, sealed move of the day. This procedure, where one player (in this case Yoda) writes a move on a piece of paper, seals it in an envelope and hands it to the referee, is to ensure that neither player gets a time advantage by seeing his opponent's next move and having the whole evening to analyze it.

As a matter of fact, white 32 is almost the only move that comes to mind, while black's next move is forced. Since White was almost certain what move Black would make, he had the luxury of being able to study his follow-up moves that evening. While Yoda had only one evening to study his moves, you have the whole week to ponder how White continued his play. Think up some scenarios and pick the best. The Meijin game will be continued next week.

Reference 1: This is a very different situation than the one in the game. Because of the presence of the marked stones, instead of 1 and 3, a pincer around 8 would be a bad idea. That stone might be captured. In this case, pushing with 3 through 7 before jumping to 9 is a good plan, because it connects White's stones, while the territory on the right is already Black's to begin with.

Reference 2: The upper right corner represents the final result in this area. The marked stones give Black's position enormous outward strength. If Black were to invade at 1 next, White would surely forgo a frontal clash with a move at A. Instead, White should be happy to connect underneath with the combination to 6, even though his position becomes low.

Solutions to last week's problems 2 and 3

Solution 2A: You were asked what Black should do in response to white 2. Obviously, White is aiming at cutting either through the triangle-marked stone and black 1 or through black 1 and the stones marked with crosses.

Solution 2B: Black must block at 1. Letting White slip into the corner would let him off the hook. Blocking at 1 takes away an easy base for White's marked stones, while providing one for Black. Besides, Black makes a lot of points in the corner. After white 4, Black has a few options, but cutting with 5 and 7 is a resolute way of dealing with the situation. White is in dire straits.

Solution 2C: White 8 through 12 are dangerous--for White. Black 13 seals the fate of White's marked stones. Setting up a ko with 14 and 16 is foolish. After black 17, White has no ko threats.

Solution 2D: White, therefore, needs to save his marked stones. But after white 8, Black captures with 9 and 11, then moves out with 13. Black's marked stones already make a lot of secure territory and the cut at A has potential, too. Black is doing well.

Solution 3A: You were asked what Black should do if White cuts at 2. He should not lose the triangle-marked stones, or even worse, the stone marked with a cross.

Solution 3B: Black 3 and 5 are strong moves. White 6 and 8 form a tesuji, but Black does not need to answer in the corner and can seal White in with 9. Black 15 is a clever move because it prevents the black stones being captured. With the sequence to 20, White ensures life, but only on a small scale. Black 21 is a good move, and Black is so far ahead of White at this point that the game is virtually over.

By Richard Bozulich

By Rob van Zeijst

  1. Example of a pro game
  2. Insight to the pro game
  3. The basics of territory
  4. Be proactive
  5. Take the Initiative
  6. The endgame
  7. The Last Points
  8. Last week's problem
  9. The endgame
  10. Endgame Tesuji
  11. As expected,
  12. Kisei Title
  13. Balancing attack,
  14. Balancing attack and defense
  15. Tobi, kosumi, keima
  16. Tobi, kosumi, keima
  17. The end of the game
  18. O Rissei keeps Kisei title
  19. Solutions to last week's problems
  20. Over the next few weeks
  21. Efficiency calls for good shape
  22. Get an eye for shape
  23. Middle of three stones
  24. Kosumi: pros and cons
  25. Defects of kosumi
  26. Kosumi
  27. Hazama
  28. Attacking
  29. Where there is a keima, there is a cut
  30. Cutting keima the right way
  31. Visualization is a must
  32. Function over form
  33. Rationality
  34. Intuition
  35. Realistic approach
  36. Connecting stones
  37. The so-called cosmic style
  38. Ponnuki
  39. Ponnuki
  40. Ponnuki
  41. Sabotage
  42. Ponnuki and Ko
  43. Fighting ko effectively
  44. Handicap go
  45. Handicap go
  46. The nine-stone handicap
  47. Basics of handicap go
  48. 5 more basic principles of handicap go
  49. Yoda defends Meijin Titlego
  50. Original ideas
  51. The third part of the game
  52. In go, it is easier to...
  53. A good way to improve a game
  54. A big gap between genders
  55. World Championship for Women
  56. Hane defends the Tengen Title
  57. 7-stone handicap
  58. Let's start the New Year...
  59. 9x9 pro game
  60. 9x9 pro game
  61. The following is...
  62. The Go player's...
  63. Of the three most prestigious titles, ...
  64. This is the third installment in a series...
  65. Achallenger has to overcome many obstacles....
  66. In the battle for the 42 million yen.....
  67. Only one week after losing his Kisei.....
  68. After recently losing his Kisei title.....
  69. It is a well-established fact that.....
  70. Go--The first step
  71. Some basics about the pro world
  72. How deep can a pro read?.....
  73. Who are the best go players.....
  74. Can computers play go?.....
  75. Last week, we established.....
  76. Computers have led to a flourishing.....
  77. Though I recommend that you join a go club.....
  78. Last week, we finally got to the point where we discovered that.....
  79. Some people like to offer quotations aimed at showing .....
  80. One of the best and most authoritative Web sites for.....
  81. At the beginner levels, go is an easy game to play.....
  82. We often do things in life without thinking.....
  83. We are often told to do the right thing.....
  84. Following a pattern set by others is easy.....
  85. This week's Go Weekly, a Japanese weekly go newspaper.....
  86. How fast can you do a job and do it right.....
  87. When I am asked by go students how they can.....
  88. Books have been written on the subject.....
  89. Go players are always quick to point out that go is a superior.....
  90. The last few weeks were devoted to tactical issues.....
  91. The fifth and final game in the best-of-five Gosei title match .....
  92. The dividing of land, property, and things of .....
  93. Fireworks are expected between current Meijin .....
  94. Dividing land, property or living space in one's own favor is .....
  95. The dream match between the current Kisei .....
  96. Three games have now been completed in the best-of-seven series.....
  97. We have talked strategy over the past few weeks.....
  98. In study, in all branches of sport.....
  99. The most important things a go beginner.....
  100. In many games and sports,.....
  101. How do you do confront your fears?.....
  102. In go, you cannot expect to deal with.....
  103. When your opponent is much stronger than you.....
  104. Using the power of your opponent for.....
  105. The combination of aggressiveness, .....
  106. Last week, there was some good news for.....
  107. On Dec. 18, in the fifth game of.....
  108. Go Weekly, which hits the nation's newsstands every Monday.....
  109. In go, the beginner must try to master the basics of life and.....
  110. Last week, we started a new series on life and.....
  111. This is the third article in a series on life-and.....
  112. In this article, the fourth in a series, we will take.....
  113. This is the fifth installment of tsume go.....
  114. Practice, practice, practice. This is the way to improve.....
  115. The Kisei title match, worth more than $400,000.....
  116. The Kisei title match, worth more than $400,000.....
  117. For a champion, 25-year-old Keigo Yamashita has.....
  118. In two-day best-of-seven matches.....
  119. Naoki Hane has iron nerves.....
  120. The game of go can be as easy or as difficult.....
  121. On April 18 and 25, the TV Tokyo network will.....
  122. Give and take is widely used in daily life to strike.....
  123. Although go has a history of almost 4,000 years.....
  124. The adage "Chess was invented but go was discovered".....
  125. Unlike chess, in which a board position.....
  126. Over the past few weeks we have concentrated.....
  127. Go is sometimes perceived as a more difficult game than chess
  128. Last week, I stressed that the objective of go was to.....
  129. Anyone can learn the basics of go.
  130. Go can be considered a zero-sum game as .....
  131. If you play a strategic game like go, taking or keeping .....